Cleric
Base Class: Cleric

Clerics who follow the Domain of the Void devote themselves to the silent depths beyond creation—the infinite darkness between stars, where light fades and reality thins. To them, the Void is not merely emptiness, but the fundamental truth of existence: all things begin in darkness, and all things will one day return to it.

Some Void clerics worship ancient cosmic beings that dwell beyond the boundaries of the known planes. Others see the Void itself as a sacred force—an embodiment of entropy, balance, and inevitable dissolution. Whether guided by eldritch patrons, forgotten gods of darkness, or the philosophy of cosmic finality, these clerics wield divine power that consumes light and unravels the fabric of magic.

Where a cleric of the Void walks, shadows stretch unnaturally and the air grows heavy with silent gravity. Their magic manifests as tendrils of devouring darkness, collapsing space, and draining vitality into the endless abyss. To allies, they are protectors who command the unseen forces of the cosmos. To enemies, they are harbingers of the quiet darkness that awaits all things.

At the height of their power, a Void cleric becomes a conduit for the vast emptiness between worlds—channeling the cold, ancient stillness that existed long before the first stars ever burned.

Level 3: Void Sight

Your connection to the endless dark allows you to perceive the world through the absence of light.

You gain Darkvision out to 120 feet. This Darkvision sees in normal color.

In addition, you can see normally in magical darkness within the range of your Darkvision.

When you cast a spell that creates darkness or heavily obscured areas, you can see through that darkness as if it were dim light.

Level 3: Void Domain Spells

When you reach 3rd level and choose this subclass, while you do not have a set list os spells that are always prepared, You do have access to Cleric and Warlock spells that use wisdom as their spellcasting modifier.

Level 3: Grasp of the Void

As a Magic action, you can expend a use of your Channel Divinity to present your holy symbol and call forth tendrils of devouring darkness.

Choose creatures within 30 ft. radius of you. Each creature must make a Strength saving throw.

On a failed save:

• The creature takes 2d10 necrotic damage
• Its speed becomes 0 until the start of your next turn

On a successful save, the creature takes half damage and suffers no other effects.

The void tendrils briefly cling to creatures that fail the save, manifesting as shadowy gravitational pulls.

Level 6: Gravitational Collapse

Your connection to the Void allows you to bend space and drag creatures toward oblivion.

When a creature you can see within 30 feet of you moves away from you or an ally, you can use your Reaction to momentarily distort space around it.

The creature must succeed on a Strength saving throw against your Spell Save DC or be pulled up to 10 feet toward a point you choose within 30 feet of you.

If the creature is pulled adjacent to you, it takes necrotic damage equal to your Wisdom modifier + your Proficiency Bonus as void energy lashes out.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all uses when you finish a Long Rest.

Level 17: Void Incarnate

Your soul has become intertwined with the endless void between worlds. The darkness beyond reality answers your call without effort.

You gain the following benefits:

Entropic Power

You gain immunity to necrotic damage and heal for half the necrotic damage you take. Additionally, you are resistant to force damage.


Void Empowerment

Your spells that deal necrotic damage ignore resistance to necrotic damage.


Gravity of Oblivion

When a creature within 30 feet of you drops to 0 hit points, void energy lashes outward. One creature of your choice within 30 feet of the fallen creature takes necrotic damage equal to your Wisdom modifier + your Proficiency Bonus.

Domain Of The Void Image

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